This lets time pass when performing various activities in settlements, like working in the smithy, visiting the tavern, fighting in the arena, etc. It also simulates time for player battles. This gives a more immersive feel while playing! This will balance the player with NPC parties (or try). Why should the player get to travel faster than light??
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Author notes
Be fair!
File credits
King Harlaus
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Changelogs
Version 3.4.25
Went back to setting position during post battle syncs because the AI ignored the fact their AI was disabled and told not to make new decisions. (Something else kept turning it on) This game lol.
Version 3.4.24
Fixed stuff with battle syncs. Should work more reliably and post siege syncs now work... before I was just completely skipping post siege syncs.
Version 3.4.23
Compatibility Fix for I'm Tired
Version 3.4.22
Fixed entering settlement syncs.
Default values for entering settlements has been halved since now menu item activity syncs handle travel within the settlement.
Version 3.4.21
Fix compatibility with my enlistment mod.
Version 3.4.20
Fix crash on load?
Version 3.4.19
Fix
Version 3.4.18
Spacetime syncs for activities done through town and village menus now.
Added MCM setting to toggle menu activity syncs. Enabled by default.
Fix bug to stop mod from executing last recorded sync after enabling the mod in the MCM.
Added check Prevent pop ups unless the map screen is showing.
Added compatibility with enlistment to disable activity related syncs while enlisted. NPC already waits around in settlements.
Version 3.4.15
crafting stamina fix during sync
Version 3.4.11
Added a check to prevent a sync starting if the game somehow got paused or the ESC menu popped up, which I think can happen from a bug in the game (just guessing). Sometimes I go into my clan page and when I exit, the ESC menu shows up and if a sync starts with that going on you have to spam ESC while clicking ok on the dialogue. Remember there is a MCM setting to disable the pop ups during sync and you as a player can just wait for time to pass. while not clicking on stuff as the pop up is there to take away the ability for you to click on stuff while time passes.
Version 3.4.10
Added a message to distinguish when tavern time would count as rest in I'm Tired. If you go straight to the tavern and leave, that sync will count as rest in I'm Tired, the message you get will say "resting." If you do activities in town and then enter the tavern, that won't count as rest. I was thinking to fix it so anytime you go in the tavern it is rest but I thought it would allow you to exploit resting a little by allowing town activities at no cost.
Version 3.4.9
Fixed calculation for slaughtering animals. Added a few new settings to handle it in the MCM. Make sure to check your settings. I recommend setting things to default then adjust what you want from there.
Version 3.4.8
Attempted to fix crash when the player party retreats.
Version 3.4.7
Improved formula for calculating length of battles.
Version 3.4.6
Fixed crash entering town.
Version 3.4.5
Added 3-hour sync when going unconscious in town and healed by locals.
SaS fix for entering settlement still triggering (hopefully fixed for good this time). Disabling syncs for entering settlements, settlement activities and sieges. Battle syncs are still enabled and don't seem to cause harm.
Version 3.4.4
Another fix for Serve as Soldier compatibility. Added a check for PlayerEncounter.EncounterSettlement, so this mod could know if you were serving in a party with that mod. (the bug still kinda happens after testing more.) Make sure to save games when in the army menu if you are at a settlement while serving. If syncs occur and bug out, then load your game and it will be fixed. Bannerlord is doing what it does best. Trying to avoid a 2nd version of the mod with a dependency on SaS)
Version 3.4.3
Fix for Serve As Soldier after winning a siege. Sync will not occur.
Version 3.4.2
More fixes for Serve as Soldier. To simplify things for now, syncs will not occur after tournaments while serving in an army or party.
Version 3.4.1
Made compatible with Serve As Soldier. To simplify things, spacetime syncs will not occur while serving in an army.
Version 3.4.0
Fixed some stuff so it works better with Serve as Soldier, might try to improve this later.
Version 3.3.19
Attempt to fix popup from staying on screen after a siege because also a settlement sync triggered. Only the battle sync should occur in this situation.
Version 3.3.18
Attempted to fix crafting sync when having companions craft.
Version 3.3.17
New calculation for slaughtering animals.
Version 3.3.16
Fixed time not syncing after a battle/siege.
Version 3.3.15
All parties with leaders participating in a tournament will now wait in the settlement like the player until the sync ends.
Added a new setting for All Day Tourneys. This makes tournaments into more of an all-day affair and festival. So time will sync to 10 pm or 4 hours, whichever is greater (like previous versions) and at the end all parties participating will receive a morale boost and it will count as rest in my mod I'm Tired. If you turn off All Day Tourneys, then they will be 4 hours and add no benefits described before.
Version 3.3.14
Fixed pop not popping up again when clicking OK during a sync in settlements.
Version 3.3.13
Fixed not being able to escape to the main menu in missions. It won't try to auto close the "exit yes or no" dialogue, thinking it is the time sync pop up anymore.
Version 3.3.12
Fixed sync popup not displaying in settlements.
Version 3.3.11
SPOILER STOP READING
Fixed sync popups that could occur during mission cutscenes/conversations. Tested with the mission where you rescue your brother and sister from a hideout and then execute radagos.
Version 3.3.10
Made trading in villages only need a half an hour sync. Sync time for trading in towns remains unchanged.
Version 3.3.9
Sync pop up now auto closes
Version 3.3.6
Fix teleporting to previous battle location during town syncs.
Version 3.3.5
Added popups to block mouse clicks during time syncs, wanted to prevent menu clicking and of course traveling faster than light, we all know that is not allowed
Version 3.3.4
Fixed crash after hideout.
Version 3.3.3
Fixed animal slaughter default value from 6 hours to 0.5 hours per animal. Make sure to correct your settings for this in the MCM.
Version 3.3.2
Spacetime syncs when slaughtering animals now. Configure in MCM.
Version 3.3.1
Fixed syncs after battle starting during the party and loot screen
Fixed syncs after sieges also triggering the entering settlement sync (caused a bug in I'm Tired for people who use both)
Fixed parties being able to move during after battle spacetime syncs
Version 3.1.8
Fixed time calculation. Now using the casualties for the side that had the most.
Updated defaults and some settings descriptions.
Version 3.1.7
Fixed time sync when walking through a village.
Recruitment syncs now depends if you click on done or just cancel. Set the time sync for each one in the MCM. Clicking done will sync for 1 hour and clicking cancel will sync for 0.5 hours by default.
Fixed time running forever when retreating from battle.
Now the average casualties for both sides will be used when calculating time sync. Previously only the losing side's casualties were considered.
Version 3.1.6
Now when the battle time sync is running, if you or any of the allies from that battle get attacked, time should stop and whatever time was remaining will get added to the next sync.
Version 3.1.5
Fixed time not syncing after training in the arena or participating in a tournament
Version 3.1.4
Fixed time sync not triggering after walking around town.
Version 3.0.2
Flagged tavern sync as resting time to fix compatibility with my other mod "I'm Tired."
Version 3.0.1
Fixed mod not working at all :3
Added spacetime sync to recruitment.
Added settings to adjust time of activities.
Version 3.0.0
Made compatible with I'm Tired now that RSCM was removed from I'm Tired. If you plan to use I'm Tired, my resting/camping mod, then make sure to install the RSC compatible version. Get it here: https://www.nexusmods.com/mountandblade2bannerlord/mods/365
Version 2.3.7
Fixed a crash if one of your allies after winning a battle was not a mobile party.
Version 2.3.6
Made spacetime sync compatible with player death in my Heroes Must Die mod
Minor bug fix
Version 2.3.5
Fixed spacetime sync after sieges so now allied parties aren't glued to the player.
Version 2.3.4
Smithing spacetime sync now depends on stamina usage. The max smithing time can be set in the MCM.
Version 2.3.3
Fixed syncs running forever after bandit hideouts.
Attacking hideout's will now cause a spacetime sync for 2 hours if you have activity syncs enabled.
Version 2.3.2
Added trading and smithy to the town activities that will trigger spacetime syncs.
Removed the AI holding in settlements feature, it didn't work and caused crashes.
Version 2.3.1
Town activities will now take time and cause spacetime syncs. Tournaments take all day now! (Can be disabled in MCM)
Enabled the experimental AI feature (See in MCM). This setting was always there but not enabled in the code itself, now it actually is being used. It should prevent AI parties from popping in and out of cities and require they wait in town for the amount of hours you set (default is 1 hour). It may or may not work.
Version 2.3.0
Fixed your ally parties not waiting for spacetime to sync after winning a battle.
Version 2.2.1
Fixed not being able to change MCM settings from default.
Version 2.2.0
1.5.9 stable + mcm 4.2.0+
Flagged mod as synced on new game so it enables properly when starting a new game.
Version 2.1.4
Added a setting to set the maximum length of time a battle can take when spacetime syncs.
Added Harmony as a required submodule and stopped including Harmony with this mod itself. You need to have the Harmony mod installed or you won't be able to enable this mod in the launcher now. Harmony can be found here on Nexus.
Version 2.1.3
Now after waiting inside a village, it won't sync spacetime again as if you had entered the village again.
Version 2.1.2
Updated Entering Settlement Max Hours in MCM to 15 hours.
Version 2.1.1
Fixed AI parties that were part of the winning side of battle not being forced to wait while time syncs. For some reason they ignored the code when told not to make new decisions.
Version 2.1.0
Compiled on Stable Branch 1.5.1
Updated for MCM 4.0.7
Version 2.0.5
Fixed bug that made time pass as if you had entered a settlement when you ended raiding.
Version 2.0.4
Had to fix a bug in the time sync message. Check changelog for 2.0.3 too.
Version 2.0.3
Added messages to the spacetime continuum sync.
Added error checking to hopefully fix a crash reported in the bugs tab for when an enemy army attacked you while time was passing.
All parties on winning side of player battle will hold position while time passes.
Added a new feature to order AI parties to stop for x hours. See settings to tweak the hours. This feature has not been tested much so let me know if it does not work properly.
Version 1.1.4
Fixed a null object crash when starting a custom battle.
Version 1.1.3
Fixed time running in situations it should not have. Changed checking the mission mode, which is bugged, to determine if the player was in a battle or siege.
Player party will now be ignored by the AI when time passes after retreating
Version 1.1.2
Fixed error in battle calculation.
MBOption 2.0.10
Version 1.1.1
mboption 2.0.8
Version 1.1.0
Fixed time running in settlements on load. Game starts running before data is synced :/ now i know and handle it.
Time will now pass after a battle depending on the number of troops on the losing side (or player party if you retreat). Configurable in setting. The formula for it is x = time; y = troops per x amount of time; z = number of troops defeated; so x * z / y and you can set x and y in the settings. Hope that makes sense. :3 Example: 20 vs 50 battle. The side with 20 loses. So the script tries to figure out how long it took to defeat 20 soldiers. The default settings use 1 hour to defeat 50 troops. So the time calculated is... 1 hour * 20 defeated / 50 troops per hour = 24 minutes. So after the battle is over 24 minutes in game will pass then pause. Watch out for nearby enemy armies when fighting large battles ;). This algorithm might need improving because it will also need to consider how many men on the winning side. I will mess with it later.
Version 1.0.1
Compiled on beta 1.3.0. Stabe branch no longer supported.
Supporters on Patreon will be invited to my discord where I can help you with modding or you can have a place to discuss Bannerlord and modding. Additionally, you can click the donate button on my mod pages or profile to show support by donating to my paypal!
This mod is compatible with the resting mechanic in my camping and resting mod, I'm Tired!
So have you noticed how your party when entering a settlement can wait in line to get through the city gates, get searched speak to the guards, go through customs, check into the local inn, eat some food and drink some ale at the tavern all as those looters you were chasing are frozen outside waiting for you to be ready to start the chase again? This stuff you do in the settlement takes time. Recruiting, training in the arena, trading in the market, etc. Moving through space requires time to pass. ;D
Download this mod and get rid of all that spooky action from a distance nonsense. ;) (google it) You don't get to chase down looters anymore, stop in a city, kick back relax, recruit some troops all while moving at the speed of light while the looters are outside frozen with no time passing. This is all broken so if you want to add more realism and difficulty to the game then you have come to the right place... download with vortex. If you manually install stuff then put in the modules folder and enable in launcher.
Enjoy!
HOW IT WORKS WHEN ENTERING SETTLEMENTS: When you enter a settlement, time will start passing (in a city by default for 1.5 hours). Time will pass to account for all the activity required to get through the city gates, etc. Each settlement type has it's own setting and all configurable in the 'mod options' menu in the start screen or title screen.
Now if you try to stop into a city to recruit some units... you will give those looters time to slip away so this mod is to add realism and difficulty. Now you better be prepared before leaving the city because it is a hassle to get back in. ;)
HOW IT WORKS AFTER BATTLE Time will now pass after a battle depending on the number of troops on the losing side (or player party if you retreat). Configurable in setting. The formula for it is x = time; y = troops per x amount of time; z = number of troops defeated; so x * z / y and you can set x and y in the settings. Hope that makes sense. :3 Example: 20 vs 50 battle. The side with 20 loses. So the script tries to figure out how long it took to defeat 20 soldiers. The default settings use 1 hour to defeat 50 troops. So the time calculated is... 1 hour * 20 defeated / 50 troops per hour = 24 minutes. So after the battle is over 24 minutes in game will pass then pause. Watch out for nearby enemy armies when fighting large battles ;). This algorithm might need improving because it will also need to consider how many men on the winning side. I will mess with it later.The algorithm is now improved in 3.4.7. Now it considers the matchup of the two sides when considering how fast casualties occur. Essentially the number of casualties on the losing side informs the length of the battle. And the rate those casualties are inflicted are now determined by how the two sides matchup. If the winning side outnumbers the losers, the kills will occur quicker and if the winning side is outnumbered, the kill rate is slower. A couple MCM settings to tweak it. After the battle is over, all winning parties will be forced to stay at the position of the battle while spacetime syncs. This would allow any nearby parties to engage. I feel this gives the NPC lords some balance against the player, who is allowed to jump into the middle of NPC battles and move around.
TOWN ACTIVITIES: Time will pass for the various activities in a settlement: -Practice Fights -Tournament (this makes time pass to end of day... settings in MCM to tweak) -Trading -Visiting Tavern (Counted as Rest if you have my camping mod installed, I'm Tired -RSCM Compatible Version) -Walking around town -Visiting lord's hall -Working in the smithy -Slaughtering animals -etc.